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  • #16
    Originally posted by Shane W
    Why not turn on force 2-sided in the common render rollout?
    Woah....Why didn't I see this before!? It works! The only problem is that you still see missing faces in your viewport, but it renders just fine. Thanks! You've saved me a lot of trouble. But it would still be nice to see this option in the Vray materials in the near future.
    Tim Nelson
    timnelson3d.com

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    • #17
      Originally posted by Shane W
      Why not turn on force 2-sided in the common render rollout?
      man I almost suggested this but thought it was too obvious.....doh

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      • #18
        shame you cant just slap the client across the head and tell them to model better

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        • #19
          or.... remodel everything.

          The number of times I have gotten a model from a client that was easier and faster to use than to remodel, I can count on no hands.

          (Other than CG subcontract jobs - usually )
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          J. Scott Smith Visual Designs


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          • #20
            Originally posted by timmatron
            Originally posted by Shane W
            Why not turn on force 2-sided in the common render rollout?
            Woah....Why didn't I see this before!? It works! The only problem is that you still see missing faces in your viewport, but it renders just fine. Thanks! You've saved me a lot of trouble. But it would still be nice to see this option in the Vray materials in the near future.
            You can also turn on force two sided in the viewport configuration.

            -Shane

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            • #21
              Originally posted by Shane W
              You can also turn on force two sided in the viewport configuration.
              You are a hero! Geez, for as obvious as that should have been, it certainly wasn't! Thanks again.
              Tim Nelson
              timnelson3d.com

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              • #22
                Originally posted by andrius
                I feel your pain!!!!! I do alot of product design stuff where the designers give me files from Pro E or Solid works. Some of these files have THOUSANDS of surfaces. To sit and flip is just F---ing stupid. I have to use maya/metal ray. Never get the same beautiful results as vray. Breathlessly waiting for maya and vray, and also praying that the normals problem will be fixed there, if not, I'm off to Rhino/Brazil. With the product stuff atleast...
                If you have rhino, import the proE or solidworks file in rhino first, and join the whole thing. This usually works quite well. Then import it into max with powerrhinotomax from npowersoftware (or export it from rhino in you desired format for max).
                Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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                • #23
                  and dont forget there mention of vray for rhino that will be discussed at siggraph

                  ---------------------------------------------------
                  MSN addresses are not for newbies or warez users to contact the pros and bug them with
                  stupid questions the forum can answer.

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                  • #24
                    Doh! I just ran into another wall. Ok, now that I can render 2 sided, I just found out that it will not render reflections on both sides! It will only render the reflection on the normal side. I tried the 'reflect on back side' option, but that doesn't seem to help.

                    Does anybody know a workaround for this? Thanks
                    Tim Nelson
                    timnelson3d.com

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                    • #25
                      Yep, I had that problem too. I didn't find a workaround... Flipped all the wrong faces manually...
                      Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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                      • #26
                        Originally posted by flipside
                        Yep, I had that problem too. I didn't find a workaround... Flipped all the wrong faces manually...
                        Yeah thats what I ended up doing. Using the normal modifier helped a little. So then I just had to manually fix the ones that were still wrong.
                        Tim Nelson
                        timnelson3d.com

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                        • #27
                          This normals reflection thing drives me nuts!

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